Results 1 to 7 of 7
  1. #1
    Iron Guard
    Join Date
    Nov 2006
    Posts
    710

    Default Any information on the height standard of characters, etc?

    So, just to make sure nothing is made out of scale with players, what are the heights/width of the players (and ducking height)? How many UnrealEd units, etc? Thanks.

  2. #2
    Seriously...
    Join Date
    Dec 2002
    Posts
    11,832

    Default

    Nothing is made out of scale?
    What are you talking about?
    If you're developing a map ahead of time you'll run into problems with movement anyway. If all you care about is realistic scale, you can scale all your stuff up or down at any time anyway.

  3. #3
    MSgt. Shooter Person
    Join Date
    Aug 2007
    Posts
    31

    Default

    Quote Originally Posted by Boksha View Post
    Nothing is made out of scale?
    What are you talking about?
    If you're developing a map ahead of time you'll run into problems with movement anyway. If all you care about is realistic scale, you can scale all your stuff up or down at any time anyway.
    Sorry, but have you tried scaling a whole map up or down anytime yourself?
    I agree that developing maps ahead of time is a bit foolish, as it's a reworked engine and all. But still...

  4. #4
    Iron Guard
    Join Date
    Nov 2006
    Posts
    710

    Default

    It's not for a UT3 map, but for a mod for UT3 (or Gears, if the PC user-base is large enough).

    How the characters jump, etc. in UT3 isn't applicable here, as walk cycles are going to be different.

  5. #5
    Seriously...
    Join Date
    Dec 2002
    Posts
    11,832

    Default

    If it's a mod, the player scale is up to you as well, right?

    Quote Originally Posted by Yurimasa View Post
    Sorry, but have you tried scaling a whole map up or down anytime yourself?
    Yes. Of course, you shouldn't try to do this in the editor with a finished map, but seeing as the editor isn't out yet, I'm assuming Spoudazo is developing his work in a 3rd party 3d modeling package, and in there scaling an entire scene up or down doesn't give any trouble.

  6. #6
    MSgt. Shooter Person
    Join Date
    Jul 2007
    Posts
    116

    Default

    I thought that the player scale is hard coded into the game?

  7. #7
    Seriously...
    Join Date
    Dec 2002
    Posts
    11,832

    Default

    Nope. The size of the collision cylinder is a property of the player pawn class. That's why stuff like the Pint-Size combo can work.


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.